Monk
Base Class: Monk

Millenia ago, in the early days of what would be the Shou empire, the Immortal Dragons descended from heaven in human form, to lead mortals as the first monarchs of Shou Lung. Each of them, during their reign, taught the mortals one of the nine heavenly virtues: compassion, bravery, literacy, tradition, industry, love, justice, prosperity and artifice. In their wisdom, however, they predicted that their principles would be abandoned or corrupted by the fallible humans after they left the world, and in order to preserve these ideals they selected a few virtuous men and established a monastic order to champion their cause. The headquarters of this order would be the Temple of the Immortal Dragons, located at a mountain top in a mystical island. There, the Immortal Dragons taught the monks the secret to channel their inner chi into radiant energy, just like dragons harness their energy into their breath. In order to protect their champions from their worldly foes, the Dragons made the island unreachable, except when the path to the mortal world is open, for one month - a lunar cycle - every nine years. During its abscence, the monks of Mount Penglai spend each year studying and meditating over one of the nine heavenly virtues, and after each cycle they visit and observe the mortal world to check if their interference is needed to promote and maintain peace and order.

Dragon Fist

At the 3rd level, when you hit a creature with an unarmed attack you can spend a focus point to deal radiant damage to the target, in addition to the martial arts bludgeon damage. This extra damage is 2d8, for a cost of 1 focus point spent. You can increase the damage at higher levels, raising it by 1d8 for each extra focus point spent, to a maximum damage of 5d8. This damage increases by 1d8 if the target is an undead or fiend, to a maximum damage of 6d8. The maximum number of focus points a monk can spend with this power is shown in the table below:

monk level        maximum focus points      damage dealt*
3-5                                       1                                   2d8
6-8                                       2                                   3d8
9-11                                     3                                   4d8
12+                                      4                                   5d8

* add 1d8 if the enemy is a fiend or undead

Healing Touch

At 6th level, you channel your focus to heal wounds. As a bonus action, you can touch a creature (which could be yourself) and spend focus points to restore its hit points. You can heal 5 hit points for each focus point spent. Alternatively, you can spend 1 focus point to remove the poisoned condition from a touched creature; this use of this feature doesn't also restore hit points to the creature.

Chosen Weapon

At 11th level, you gain proficiency with a "chosen weapon". This weapon can be any melee or ranged weapon, simple or martial, that lacks the "heavy" property. The glaive is also a valid choice. A chosen weapon is considered a monk's weapon to all purposes. As an alternative, you can choose any of the traditional monk weapons to be your "chosen weapon". In addition, you gain the ability to augment your chosen weapon's efficiency with your focus. As a bonus action, you can expend 4 focus points to imbue your chosen weapon with radiant energy. For one minute or until you use this feature again, your weapon deals an extra 1d8 radiant damage. This damage increases by 1d8 if the target is an undead or fiend, for a total of 2d8 extra radiant damage against such creatures.

Deceive the Mind

Beginning at the 17th level, you can spend your focus points to cast spells from the schools of illusion and enchantment (charm spells). By connecting your focus with a target you can access and manipulate its mind, both by exerting a more direct influence or by inserting in its mind what you want it to see, experience or feel. To cast one of these spells you use its casting time and other rules, but you don't need material components for it. To cast a spell a monk must spend its level plus one focus points. If the spell has an increased effect, you can enhance its level by 1 for each additional focus point you spend. The maximum number of focus points you can spend to cast a spell this way (including its base focus point cost and any additional points you spend to increase its level) is six, to a maximum spell level of 5. Wisdom is your spellcasting ability.

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